About Falchion JackJohn Falchion (Falchion Jack to his friends) used to train Henrika Karthis as master-at-arms for their estate before her uncle took over. Sent away, he became a sneak-thief and drunken dissolute. He is charming but roguish, and has always been a chaotic influence on the young noblewoman-- in many ways like an adopted father to her. Name: John Falchion
Abilities (middle-aged) Str 15+2[race]-1[age]+1[level 4]+1[level 8]+4[enhancement] (+6), Dex 11-1[age] (+0), Con 13-1[age]+4[enhancement] (+3), Int 11+1[age] (+1), Wis 15+1[age]+4[enhancement] (+5), Cha 7+1[age] (-1) HP 114 (11d10[10+6x10]+33[CONx11]+11[Toughness]) AC 27* (10[base]+13[armor]+2[deflection]+2[natural armor], +3[*sidestep (attacks of opportunity from combat maneuvers)])
Initiative +0 (DEX +0) Speed 30' (heavy armor, armor training) Saves
BAB +11
Weapons
steel headbutt +12* [+11 BAB, +6 Str, -5 secondary attack, -3 Power Attack*] (1d4+3* bludgeoning damage [+3(Str: +6x0.5), +3 Power Attack*], 20/x2) Armor
Race (half-orc) Human-Raised, Intimidating, Orc Blood, Skilled Full Race Abilities:
Human-Raised: (Inner Sea Races pg. 212) Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Skilled: (Advanced Race Guide pg. 52) Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Feats Dirty Fighting*, Improved Dirty Trick*, Kitsune Style, Power Attack, Toughness, Weapon Focus* (falchion); Greater Dirty Trick*; Kitsune Tricks; Improved Critical* (falchion); Critical Focus; Greater Weapon Focus* (falchion); Dirty Trick Master Skills Acrobatics 11+0*, Climb 1+7*, Intimidate 11+6**, Perception 11+5, Profession (soldier) 11+7, Sleight of Hand 11+0*, Stealth 9+0*, Swim 1+7* (ACP -4) Languages Common, Orc Fighter (Dirty Fighter) 11 armor training 1; maneuver training; speedy tricks; bonus feat x6, sidestep +3; advanced armor training x2 (Armored Juggernaut, Steel Headbutt) Full Fighter Abilities:
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Sidestep (Ex)
Armor Training (Ex)
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Maneuver Training (Ex)
Advanced Armor Training
Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options. Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious. Steel Headbutt (Ex): While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon. Speedy Tricks (Ex)
Gear amulet of natural armor +2, belt of physical might +4 (Str/Con), cloak of resistance +3, +3 dueling falchion ("Breadknife"), gauntlets of the skilled maneuver (dirty trick), headband of inspired wisdom +4, masterwork tool (Intimidate to demoralize), Ovetrian's plate, potion of bull's strength 4/5, potion of cure light wounds 2/2, potion of cure moderate wounds 2/2, potion of haste 1/1, swarmbane clasp, ring of protection +2 Henrika (leader) Special actions:
Full attack
• Charge and dirty trick (with Kitsune Style active) Standard
Swift
No action
Background:
John was orphaned at a young age, having been born into a poor family of half-orcs in Oppara and raised in the city as a human. He was conscripted into the army, and fought with bravery and distinction before being promoted to a sergeant. He earned the nickname "Falchion Jack" for his exceptional skill with the two-handed blade. He befriended a young officer named Henri Karthis, with whom he had served for many years, and when his tour of duty ended his new friend hired him to serve as his master-at-arms.
Henri died under mysterious circumstances, and his heir swiftly sent Jack away in the interest of cost-saving measures. In the years that followed he became a drunken dissolute, a scoundrel and a rogue hanging out with sneak-thieves and bandits, but mostly drinking and bragging about his previous exploits. When he was approached by Henri's daughter Henrika and asked if he would continue her lessons, he agreed, thinking that he could overcharge her and make a tidy sum because of her unique circumstances, but over time he developed a great fondness for her. She has proven her loyalty to him time and again, and he would die for her. Description:
Jack has slightly greenish skin and a ratty gray beard. He is obviously orcish, though he dresses like a human in dark-colored clothes. When he is on a mission, he wears plate armor, though he likes to keep his face uncovered. He looks incredibly strong, even in middle age, and he never goes anywhere without his signature weapon, a sharp blade for which he was nicknamed. He likes bawdy jokes and strong drink. Bot Me:
Jack is a frontline fighter, but while he can deal a lot of damage with his falchion, he usually opens with a dirty trick on his opponent, either as part of a charge or by moving in closer. He likes entangling or blinding people with his cloak or in their own clothing, but he has also been known to rabbit punch unsuspecting enemies in the kidney to sicken them or poke them in the eye to dazzle or blind them. He trained Henrika, and so he fights especially well in tandem with her. He tries to flank, and to take advantage of her feints and distractions to maneuver around their opponents. He often tries to absorb opportunity attacks so that Henrika does not have to take them. |